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Fixes table construction. (#17276)
* Fixes table construction. * you see yourself a victim? --------- Co-authored-by: Matt Atlas <liermattia@gmail.com>
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@@ -55,11 +55,12 @@
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var/colour_blend = TRUE
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var/icon_colour // Colour applied to products of this material.
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var/wall_colour // Colour applied to walls specifically.
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var/icon_base = "metal" // Wall and table base icon tag. See header.
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var/icon_base = "solid" // Wall and table base icon tag. See header.
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var/door_icon_base = "metal" // Door base icon tag. See header.
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var/icon_reinf = "reinf_metal" // Overlay used
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var/list/stack_origin_tech = list(TECH_MATERIAL = 1) // Research level for stacks.
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var/icon/wall_icon
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var/icon/table_icon = 'icons/obj/structure/tables/greyscale_table.dmi'
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var/icon/multipart_reinf_icon
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// Attributes
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@@ -377,6 +378,7 @@
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/material/stone/marble
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name = MATERIAL_MARBLE
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icon_colour = "#b4b1a6"
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table_icon = 'icons/obj/structure/tables/marble_table.dmi'
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weight = 26
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hardness = 70
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integrity = 201 //hack to stop kitchen benches being flippable, todo: refactor into weight system
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@@ -400,8 +402,8 @@
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integrity = 150
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conductivity = 11
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protectiveness = 10 // 33%
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icon_base = "solid"
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wall_icon = 'icons/turf/smooth/composite_solid_color.dmi'
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table_icon = 'icons/obj/structure/tables/steel_table.dmi'
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icon_reinf = "reinf_over"
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icon_colour = COLOR_GRAY40
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wall_colour = COLOR_GRAY20
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@@ -415,6 +417,7 @@
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icon_colour = null
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stack_type = null
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wall_icon = 'icons/turf/smooth/diona_wall.dmi'
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table_icon = 'icons/obj/structure/tables/diona_table.dmi'
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icon_base = "biomass"
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colour_blend = FALSE
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integrity = 100
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@@ -442,7 +445,7 @@
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integrity = 400
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melting_point = 6000
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wall_icon = 'icons/turf/smooth/composite_solid_color.dmi'
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icon_base = "solid"
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table_icon = 'icons/obj/structure/tables/reinforced_table.dmi'
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icon_reinf = "reinf_over"
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icon_colour = "#545c68"
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wall_colour = COLOR_GRAY20
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@@ -474,6 +477,7 @@
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/material/glass
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name = MATERIAL_GLASS
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stack_type = /obj/item/stack/material/glass
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table_icon = 'icons/obj/structure/tables/glass_table.dmi'
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flags = MATERIAL_BRITTLE
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icon_colour = null
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opacity = 0.3
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@@ -590,6 +594,7 @@
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name = MATERIAL_GLASS_REINFORCED
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display_name = "reinforced glass"
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stack_type = /obj/item/stack/material/glass/reinforced
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table_icon = 'icons/obj/structure/tables/rglass_table.dmi'
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flags = MATERIAL_BRITTLE
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icon_colour = "#00E1FF"
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opacity = 0.3
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@@ -635,7 +640,6 @@
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name = MATERIAL_PLASTIC
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stack_type = /obj/item/stack/material/plastic
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flags = MATERIAL_BRITTLE
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icon_base = "solid"
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icon_reinf = "reinf_over"
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icon_colour = "#CCCCCC"
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hardness = 10
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@@ -721,6 +725,7 @@
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integrity = 50
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icon_base = "wood"
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wall_icon = 'icons/turf/smooth/composite_wood.dmi'
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table_icon = 'icons/obj/structure/tables/wood_table.dmi'
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explosion_resistance = 2
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shard_type = SHARD_SPLINTER
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shard_can_repair = 0 // you can't weld splinters back into planks
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@@ -786,7 +791,6 @@
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stack_type = /obj/item/stack/material/wood/log
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icon_colour = "#824B28"
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integrity = 50
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icon_base = "solid"
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explosion_resistance = 4
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hardness = 30
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weight = 30 //Logs are heavier then normal pieces of wood
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@@ -802,7 +806,6 @@
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stack_type = /obj/item/stack/material/wood/branch
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icon_colour = "#824B28"
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integrity = 10
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icon_base = "solid"
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explosion_resistance = 0
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hardness = 0.1
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weight = 7
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@@ -835,7 +838,6 @@
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stack_type = /obj/item/stack/material/cardboard
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flags = MATERIAL_BRITTLE
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integrity = 10
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icon_base = "solid"
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icon_reinf = "reinf_over"
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icon_colour = "#AAAAAA"
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hardness = 1
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@@ -1066,6 +1068,7 @@
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/material/shuttle/skrell
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name = MATERIAL_SHUTTLE_SKRELL
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table_icon = 'icons/obj/structure/tables/skrell_table.dmi'
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display_name = "superadvanced alloy"
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colour_blend = FALSE
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icon_colour = null
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@@ -1074,7 +1077,6 @@
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/material/graphite
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name = MATERIAL_GRAPHITE
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stack_type = /obj/item/stack/material/graphite
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icon_base = "solid"
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icon_colour = "#666666"
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shard_type = SHARD_STONE_PIECE
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weight = 20
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@@ -322,19 +322,18 @@
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var/image/I
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// Base frame shape. Mostly done for glass/diamond tables, where this is visible.
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for(var/i = 1 to 4)
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I = image(icon, dir = 1<<(i-1), icon_state = connections[i])
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add_overlay(I)
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// Standard table image
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// Standard table image.
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if(material)
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for(var/i = 1 to 4)
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I = image(icon, "[material.icon_base]_[connections[i]]", dir = 1<<(i-1))
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if(material_alteration & MATERIAL_ALTERATION_COLOR) I.color = material.icon_colour
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add_overlay(I)
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else
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for(var/i = 1 to 4)
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I = image(icon, dir = 1<<(i-1), icon_state = connections[i])
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add_overlay(I)
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// Reinforcements
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// Reinforcements.
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if(reinforced)
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for(var/i = 1 to 4)
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I = image(icon, "[reinforced.icon_reinf]_[connections[i]]", dir = 1<<(i-1))
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